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Bounce throw blocks

This might be a stupid question but i couldn't find an answer to this. How do I make throw blocks bounce off walls, the same way as shells. I've seen this used in several hacks. Is there a patch for this or hex code or some other way?

Thanks
I'm not sure about a patch or custom sprite for it, but this block pack includes a "bumper" block that will bounce the throw block in the opposite direction when it's thrown, rather than shatter it. I don't know if that's entirely the effect you're going for, but it's pretty similar.
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Originally posted by K.T.B.
I'm not sure about a patch or custom sprite for it, but this block pack includes a "bumper" block that will bounce the throw block in the opposite direction when it's thrown, rather than shatter it. I don't know if that's entirely the effect you're going for, but it's pretty similar.


Hey thanks. That seems to be exactly what I was looking for.
If you just want to make the throw blocks bounce off of something, you don't actually need custom blocks. (Although the custom blocks do have more functionality and less limitations, so they're worth considering)

In vanilla, there are 2 ways (as far as i'm aware, there may be more) of doing that, although each of them come with a few limitations:

1. Using a very steep slope. The very steep slope object/tiles can bounce most sprites back when hit (even sprites that wouldn't be bounced in other ways, such as sliding Blue Koopas). You need to use both the top and bottom tile of the slope for it to work. The limitation of this is that Mario can stand on the slope, so it won't work if you need the block to be non-solid.

2. The Flying Question Block sprite (sprites 83 and 84) can be triggered by a throw block, and if done so by the side, it'll bounce the throw block back. The limitation for this one is that the sprite is solid to Mario, just like the slope, and also that it moves, so it takes some effort to line up the setups properly.
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Yes, that's good to know too. I was able to put that throwblk_asm file through uberasm successfully. Or at least that's what the uberasm tool reported. Now I'm just wondering how to get that block into the 16x16 tile map editor. Isn't it used that way, like other map editor tiles?
It's a custom block, so you'll still need to use GPS to get the Map16 tiles sorted out.
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Originally posted by K.T.B.
It's a custom block, so you'll still need to use GPS to get the Map16 tiles sorted out.


Now everything works as it should. Thanks for the help :)